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https://github.com/mod-playerbots/azerothcore-wotlk.git
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* Revert "fix(Core/Grid): Implement missing GridUnload setting (#17569)" This reverts commit79b39f9655. * Revert "fix(Core/Grid): Address bugs and performance issues introduced by visibility notifier implementation (#17480)" This reverts commit60e27511c5. * Revert "fix(Core): GridCleanUpDelay Log (#17436)" This reverts commit90b16ca065. * Revert "feat(Core/Grids): Implement visibility notifier (#15919)" This reverts commit2779833768.
224 lines
7.1 KiB
C++
224 lines
7.1 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ACORE_MAPMANAGER_H
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#define ACORE_MAPMANAGER_H
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#include "Common.h"
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#include "Define.h"
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#include "Map.h"
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#include "MapInstanced.h"
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#include "MapUpdater.h"
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#include "Object.h"
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#include <mutex>
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class Transport;
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class StaticTransport;
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class MotionTransport;
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struct TransportCreatureProto;
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class MapMgr
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{
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public:
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static MapMgr* instance();
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Map* CreateBaseMap(uint32 mapId);
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Map* FindBaseNonInstanceMap(uint32 mapId) const;
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Map* CreateMap(uint32 mapId, Player* player);
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Map* FindMap(uint32 mapId, uint32 instanceId) const;
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Map* FindBaseMap(uint32 mapId) const // pussywizard: need this public for movemaps (mmaps)
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{
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MapMapType::const_iterator iter = i_maps.find(mapId);
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return (iter == i_maps.end() ? nullptr : iter->second);
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}
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[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, uint32 mapid, float x, float y, float z) const
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{
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Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
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return m->GetAreaId(phaseMask, x, y, z);
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}
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[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, uint32 mapid, Position const& pos) const { return GetAreaId(phaseMask, mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
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[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, WorldLocation const& loc) const { return GetAreaId(phaseMask, loc.GetMapId(), loc); }
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[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, uint32 mapid, float x, float y, float z) const
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{
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Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
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return m->GetZoneId(phaseMask, x, y, z);
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}
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[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, uint32 mapid, Position const& pos) const { return GetZoneId(phaseMask, mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
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[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, WorldLocation const& loc) const { return GetZoneId(phaseMask, loc.GetMapId(), loc); }
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void GetZoneAndAreaId(uint32 phaseMask, uint32& zoneid, uint32& areaid, uint32 mapid, float x, float y, float z)
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{
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Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
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m->GetZoneAndAreaId(phaseMask, zoneid, areaid, x, y, z);
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}
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void Initialize(void);
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void Update(uint32);
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void SetMapUpdateInterval(uint32 t)
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{
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if (t < MIN_MAP_UPDATE_DELAY)
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t = MIN_MAP_UPDATE_DELAY;
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i_timer[3].SetInterval(t);
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i_timer[3].Reset();
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}
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//void LoadGrid(int mapid, int instId, float x, float y, WorldObject const* obj, bool no_unload = false);
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void UnloadAll();
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static bool ExistMapAndVMap(uint32 mapid, float x, float y);
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static bool IsValidMAP(uint32 mapid, bool startUp);
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static bool IsValidMapCoord(uint32 mapid, Position const& pos)
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{
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return IsValidMapCoord(mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation());
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}
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static bool IsValidMapCoord(uint32 mapid, float x, float y)
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{
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return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y);
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}
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static bool IsValidMapCoord(uint32 mapid, float x, float y, float z)
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{
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return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y, z);
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}
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static bool IsValidMapCoord(uint32 mapid, float x, float y, float z, float o)
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{
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return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y, z, o);
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}
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static bool IsValidMapCoord(WorldLocation const& loc)
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{
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return IsValidMapCoord(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation());
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}
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// modulos a radian orientation to the range of 0..2PI
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static float NormalizeOrientation(float o)
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{
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// fmod only supports positive numbers. Thus we have
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// to emulate negative numbers
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if (o < 0)
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{
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float mod = o * -1;
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mod = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
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mod = -mod + 2.0f * static_cast<float>(M_PI);
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return mod;
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}
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return std::fmod(o, 2.0f * static_cast<float>(M_PI));
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}
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/**
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* @name GetInstanceIDs
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* @return vector of instance IDs
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*/
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std::vector<bool> GetInstanceIDs()
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{
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return _instanceIds;
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}
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void DoDelayedMovesAndRemoves();
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Map::EnterState PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck = false);
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void InitializeVisibilityDistanceInfo();
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/* statistics */
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void GetNumInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas);
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void GetNumPlayersInInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas, uint32& spectators);
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// Instance ID management
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void InitInstanceIds();
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void RegisterInstanceId(uint32 instanceId);
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uint32 GenerateInstanceId();
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MapUpdater* GetMapUpdater() { return &m_updater; }
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template<typename Worker>
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void DoForAllMaps(Worker&& worker);
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template<typename Worker>
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void DoForAllMapsWithMapId(uint32 mapId, Worker&& worker);
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private:
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typedef std::unordered_map<uint32, Map*> MapMapType;
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typedef std::vector<bool> InstanceIds;
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MapMgr();
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~MapMgr();
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MapMgr(const MapMgr&);
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MapMgr& operator=(const MapMgr&);
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std::mutex Lock;
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MapMapType i_maps;
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IntervalTimer i_timer[4]; // continents, bgs/arenas, instances, total from the beginning
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uint8 mapUpdateStep;
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InstanceIds _instanceIds;
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uint32 _nextInstanceId;
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MapUpdater m_updater;
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};
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template<typename Worker>
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void MapMgr::DoForAllMaps(Worker&& worker)
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{
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std::lock_guard<std::mutex> guard(Lock);
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for (auto& mapPair : i_maps)
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{
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Map* map = mapPair.second;
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if (MapInstanced* mapInstanced = map->ToMapInstanced())
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{
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MapInstanced::InstancedMaps& instances = mapInstanced->GetInstancedMaps();
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for (auto& instancePair : instances)
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worker(instancePair.second);
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}
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else
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worker(map);
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}
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}
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template<typename Worker>
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inline void MapMgr::DoForAllMapsWithMapId(uint32 mapId, Worker&& worker)
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{
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std::lock_guard<std::mutex> guard(Lock);
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auto itr = i_maps.find(mapId);
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if (itr != i_maps.end())
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{
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Map* map = itr->second;
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if (MapInstanced* mapInstanced = map->ToMapInstanced())
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{
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MapInstanced::InstancedMaps& instances = mapInstanced->GetInstancedMaps();
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for (auto& p : instances)
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worker(p.second);
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}
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else
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worker(map);
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}
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}
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#define sMapMgr MapMgr::instance()
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#endif
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